• Title/Summary/Keyword: content industry

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A Study of to increase Selling for Korea′s Dininng-out industry - In center of cunstomer′s content of family restaruant- (한국외식산업 매출증대에 관한 연구 (패밀리 레스토랑 고객만족도 중심으로))

  • 진양호;강병관
    • Culinary science and hospitality research
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    • v.5 no.1
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    • pp.5-24
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    • 1999
  • The Dining-out industry should catch up with the rapid change of economic environment actively and achieve the objectives of the company. Therefore, the management of Dining-out industry should be focused on the customers' changeable behavior, which is the center of economic environment, and make customers satisfied as the first factor. The purpose of this study is to find out the relation between the customers' content and the growing of selling in Dining-out industry, to compare with the merit and the demerit of the Dining-out industry objectively, and finally to contribute the increasing of selling in Dining-out industry.

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An Influence of Supportive Policy for CT Industry on Innovation Ability of Organization and OSMU of Contents - Focusing on Domestic Animation Industry (CT산업 지원 정책이 조직의 혁신역량과 콘텐츠의 OSMU화에 미치는 영향 - 국내 애니메이션 산업중심으로)

  • Choi, Young-Kwan;Cho, Sung-Sook
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.67-80
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    • 2009
  • The research tried to realize the policy which serves Innovation ability for culture-contents producer, and culture-contents producer's Innovation ability which impacts OSMU of contents in the policies of government for vitalizations of culture-contents industry. As a result, we have reached the conclusion that the supportive policies for technology, exports and marketing were effective to strengthen the innovation ability of management of human resource, creation and production area. Also we have found that content's OSMU has been influenced by innovation ability. The implication of this study are followed. First, the policies which are intended to revitalize the culture content industry by government has the effect that are some different ones from the settlement and intention. Second, the production industry of animation do still passive and closed organization management, without the efforts for opened and cooperative management. Therefore, the efforts of government which are more practical and realistic supports to revitalize and based on strategic cooperation of industry.

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A Study on Influencer Food-Content Sentiment Keyword Analysis using Semantic Network based on Social Network

  • Ryu, Gi-Hwan;Yu, Chaelin;Lee, Jun Young;Moon, Seok-Jae
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.95-101
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    • 2022
  • The development of the 4th industry has increased social media, and the rise of COVID-19 has stimulated non-face-to-face services. People's consumption patterns are also changing a lot due to non-face-to-face services. In this paper, food content keywords are derived through social network-based semantic network analysis, emotions are analyzed, and keywords applied to food recommendation platforms are input. We collected food, influencer, and corona keyword analysis data through Textom. A lot of research has been done through online reviews of existing influencer content. However, there is a lack of research on keyword sentiment analysis provided by influencers rather than consumers and research perspectives. This paper uploads language and topics derived through online reviews of existing publications and subscribers, and goes beyond the limits used in marketing methods. By analyzing keywords that influencers suggest when uploading content, you can apply data that applies them to food recommendation platforms and applications.

Analysis of Future Growth in Korea Movie Industry (한국영화산업의 발전방향 분석)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.134-143
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    • 2008
  • The significance of the image content industry, as a flagship industry of the cultural content industry, is emerging globally as a high value-added trend. Since the movie industry has diverse related industries along with a positive spillover effect from cultural and economic perspectives, it ultimately strengthens national brands as well as national competitiveness. As a national strategy cultural content industry, the movie industry in each country around the world utilizes its own diverse self-protective systems. The Korean movie industry has emerged as a 10 million-strong movie-goer market; however, in reality, it is vulnerable to high film production costs and utility. The current domestic media market demands a new paradigm through the media industry as a whole; nonetheless, it is inherently limited to past film production and distribution channels. In this study, I seek to evaluate the status quo and propose a new direction for the Korea movie industry.

Monitoring of Sodium Content in Commercial Baechu (Kimchi Cabbage) Kimchi (시판 배추김치의 나트륨 함량 모니터링)

  • Eun Woo, Moon;Hee-Min, Lee;Sung Hyun, Kim;Hye-Young, Seo
    • The Korean Journal of Food And Nutrition
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    • v.35 no.6
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    • pp.537-542
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    • 2022
  • This study was conducted to provide basic data on the amount of sodium and the setting of permissible error range of actual measurement, which is a problem for cabbage kimchi nutrients subject to labeling. The sample targeted was baechu (Kimchi cabbage) kimchi, which might have a large variation in sodium content by part of kimchi. Kimchi samples were collected twice from eight companies by season (spring, summer, fall, and winter). The average sodium content in kimchi samples was 619±87 mg/100 g (range, 534±63 mg/100 g to 783±40 mg/100 g). The error in average annual sodium content of abandonment kimchi (maximum value difference compared to the minimum value) was 26.8 to 64.3%. Sodium contents in kimchi produced in spring and summer were relatively low. However, deviation between individuals was large. It was found that cases exceeding the permissible error (120%) standard varied depending on the criteria for setting the amount of sodium. In addition, due to seasonal differences, sodium content in kimchi exceeded 120% of the labeling value. Thus, it is necessary to set standards suitable for characteristics of kimchi to prevent unintentional violations of labeling standards by raw materials and manufacturing processes.

Food Media Content Study for an AI Smart Speaker

  • Kim, Kyoung-Ah
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.197-202
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    • 2019
  • Society advances through technology, and technology has changed many lifestyles. The need for food is varying, but the availability of food is constantly changing as trends in production change. Combining the food industry and technology, a robot that delivers food and also cooks it has been developed. The time has come for a combination of food content and technology to advance the restaurant industry. This study discusses the application of a recommended food content media providing system using a curation engine that recommends contents according to individual tastes and preferences for the convenience of those who use food contents, using artificial intelligence speakers. We discuss the technologies required to develop video contents optimized for AI speakers with screens and shapes, combined with inset top boxes.

Effect of Beating Time and Fines Content on the Drainage Properties of BKP (고해처리와 미세분 함량에 따른 BKP의 탈수특성변화)

  • 성용주;이학래
    • Journal of Korea Technical Association of The Pulp and Paper Industry
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    • v.31 no.1
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    • pp.52-60
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    • 1999
  • Drainage rate in wet-end, which has significant influences on the production capacity, product quality and process economics in papermaking, becomes an important factor in the modern high speed papermaking processes owing to increased level of fines contained in today's pulp materials and increased papermaking system closure. A study was carred out to investigate the influence of beating and fines content on natural and vacuum dewatering using a vacuum drainage tester. Increase in beating and accumulation of fines in the stock decreased natural dewatering, Vacuum dewatering effect, however, increased substantially as beating and fines content were increased. But this increase in vacuum dewatering decreased again when a stock is severely beaten or fines content is greater than 35%. Above this level of fines content, mobile fines migrates to the interstices of the forming web to cause sealing or plugging which restrict fluid movement through the web.

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Quality Characteristics and Antioxidant Effects of Bread Containing Codium fragile Powder (청각(Codium fragile) 분말을 첨가한 식빵의 품질특성 및 항산화 효과)

  • Lee, Dong Hee;Jeon, Eun Bi;Kim, Ji Yoon;Song, Min Gyu;Kim, Ye Youl;Park, Shin Young
    • Korean Journal of Fisheries and Aquatic Sciences
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    • v.54 no.6
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    • pp.890-895
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    • 2021
  • This study investigated the quality characteristics and antioxidant activity of bread containing Codium fragile powder (CFP; 1, 3, 5%). As the CFP content increased, the fermentation expansion (%) of the dough significantly decreased (P<0.05). No significant difference (P>0.05) was observed in the moisture content (%) of bread as the CFP content increased, but the pH and weight significantly increased (P<0.05). The bread volume, specific volume, and baking loss significantly decreased (P<0.05) as the CFP content increased. The L, a and b Hunter colors on the bread crust showed a tendency to decrease (P<0.05) as the CFP content increased. Compared with the control, the bread crumb darkened and presented a green color as the CFP content increased. Compared with the control (DPPH, 4.10%, ABTS, 2.17%), the free radical scavenging activities of DPPH (1,1-diphenyl-2-picrylhydrazyl) and ABTS [2,2'-Azino-bis(3-ethylbenzothiazoline-6-sulfonic acid] as antioxidant indices gradually increased (P>0.05) with the CFP content increased (DPPH, 9.77-18.63%, ABTS, 4.30-11.40%). Collectively, these results can make a compelling case for the functional development of CPP-containing bread due to its antioxidant properties. Furthermore, this study intends to contribute to the development of various processed seaweed foods by expanding the availability of CFP, which is easy to use and store for a long time.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

The study for Korean VR/AR content policy through PokemonGo syndrome ('포켓몬GO 신드롬'으로 본 국내 VR/AR 지원정책 고찰)

  • Choi, JoongBin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.169-178
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    • 2016
  • Awareness of Korean VR/AR industry has been spread via the success of PokemonGo syndrome. In accordance with the increase in interest VR/AR ecosystem in the domestic VR/AR industry is to equip the global competitiveness of C-P-N-D aspect is essential. This paper analyzes the state VR/AR industrial ecosystem status in the C-P-N-D perspective and examines the government and the local governments of VR / AR content policy in supporting ecological point of view. Especially, the importance of the platform and IP has been noted based on VR/AR industry.